Kartuus easily swings the cannon into line with the shugenja tower. The sailor next to him touches flame to fuse causing an unlucky spark to land in the dark knight's eye which causes him to twist and alter the line of the cannon at the last moment. The cannon erupts in flames and smoke, its impact falling several feet short of the shugneja tower, carving into 3 of the junk's crew and sending a large chunk of wood cutting into the first mate's face just above the eye. Unfortunately other large chunks rain down upon the nearby prisoners, cutting into their bodies as the struggle helplessly against their bonds.

As Themes brings the Dolphin up beside the junk with an expert manoeuvre, the crew member at the helm of the junk somehow avoids complete closure of the two boats. A five foot gap remains between them, close enough for those athletic enough to get over but still an obstacle of consequence for those not so gifted. However before the boats completely close one of the junk's cannons is reloaded and fired at close range into the Dolphin with devastating effect. The enemy first mate finally recovered from the invoker's attack roars above the chaos: "Cease fire you idiots! We will need a boat that can sail! And it looks like it just arrived! Prepare to be boarded!"

The crew of the junk send up a cheer, and following the lead of the first mate they ready cutlass, daggers and rapiers for what they sense is about to happen.

Meanwhile inside the undamaged tower the shadows of the shugenja continue to dance just as blood continues to flow from Captain Pegs ears and nose.

Align the Dolphin: Nature or +3 vs REF to align the side of a junk 1/round; Requires 3 successes before 2 fails in a row; For each success by 5 or more add 1 hit to damage caused to the junk. SuccessAid Alignment: Athletics, Endurance, Acrobatics or Thievery (max 1 of each per round) DC 12; each success provides the aligning of the Dolphin with a +1 bonusRamming a Junk: Requires Alignment; +10 vs AC; Hit: Causes 3 hits worth of dmg and 1 to the Dolphin; Miss: Causes 2 hits of dmg and 2 to the Dolphin. If the hit achieves 5 hits of dmg the Dolphin carves cleanly through the junk: Bonus Dmg:

Boarding a Junk

Boarding a moving Junk: Jumping to moving boat DC 19
With some type of rope DC 12
To a crippled or rammed junk DC 8

Freeing a prisoner: Minor Action Requires Thievery DC 19 Standard Thievery DC 12
or Hack through rope (minor action): Melee attack vs AC 14; requires 3 hitsMoving a Prisoner: Moves required as per getting on board and to prisoner except whoever is helping takes a -4 penalty to attacks, defense and skill checks while aiding escape;
* If 2 PCs aid escape this penalty is reduced to -2.
* This penalty can be reduced further by a (minor action) Endurance check DC 14 or or a Charisma based check DC 19 to get him to cooperate despite his wounds: Reduce penalty by 2

Defenses: AC 17 REF 14 FORT 14Hits: Junks can take 3 hits before they are crippled
Shugenja: Each junk has a shugenja who focuses their attention on inhibiting the captain of the Dolphin: +6 vs Will; Hit: 4 psychic dmg and Dazed TENT (if target is Dazed then Stunned)
Special: target receives a -2 penalty to checks to navigate the ship while Dazed.

Wat gets close enough to take aim at the captain and crew of the remaining junk. First comes a prayer that washes over the captain and crew, disorienting them. Next, Wat does something unexpected. From his lips he utters not a prayer to Joven, but the arcane syllables of a magic spell. The spell causes a concussive wave to throw back the captain and crew, sending some of the crew overboard and the captain to the deck once more.

He then tries to shield his captain's mind, but the enemy caster has too much control.

Sabynha, seeing the opportunity created by Wat's stormy onslaught, decides to act. She drops the empty crossbow and draws her slender, curving Vistani blade. Using it for balance, the gypsy lass begins a dizzying, twirling dance. The bright colours of her clothes swirl about in an ever-hastening display, she makes for the edge of the Dolphin, and uses the railing on the gunnel to boost her jump.

With a graceful pirouette through the air, the deft Vistani easily clears the gap between the two ships, and using her momentum, presses on toward the downed and vulnerable Captain. The crew, scattered by Wat's blast of thunder, is in no position to oppose the flailing gypsy-dervish, but unfortunately for her, the first mate saw her move - there was no subtlety about it - and moved in to block her advance and defend his captain.

Sabynha was determined, and pressed her assault against this newcomer, however he was ready for it. Perhaps he'd seen a vistani perform the dance of blades before? In any case, much to her dismay, he brought his weapon up just in time to block a spinning slice from her sword.

Rain suddenly appears on deck once more and hurls herself at the gap, but as she leaps, the ship suddenly rolls under her feet. She lands on the enemy deck, but on her hands and knees. Slashing wildly, she barely wards off a grinning pirate's blow to the head as she stands back up on her feet, the foe's boarding axe deflecting off the magical enchantment that Rain weaves about herself and her enemies.

Aegis of Shielding (Minor Standard (Once per Encounter can be used as a Minor action.) Close burst 2 ✦ Arcane)Target: One creature in burstEffect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If your marked target makes an attack that does not include you as a target, it takes a -2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an Immediate Interrupt to reduce the damage dealt by that attack to any one creature by 8 points of damage.
Potential Interrupt Actions:

Somebody could maybe use this, if they want:

Guardian’s Counter (Encounter Immediate Interrupt Close burst 2 ✦ Martial)Trigger: An ally within 2 squares of you is attacked and you are not included in the attack.Effect: You and the ally shift 2 squares as a free action, swapping positions. You become the target of the triggering attack in place of the ally. After the attack is resolved, you can make a basic attack against the attacker.
A bit poor really. For now, I'll hold off setting fire to somebody using Infernal Wrath.

@Neil1889 I'm guessing that extra move you took is from Wat's Push, right? I hadn't thought of it such as an extra move action to be used that way. I had imagined it was determining how far you penetrated from your jump towards your goal (In Rain's case it would be how far she slid on her backside), but it makes sense, a clear deck, easy to hit and roll back to your feet, so okay. Let's say Acrobatics DC 8 to pull that off ... otherwise it's sliding on your backside, matey!

But a turn ends immediately after a Charge so you can't mark anyone yet unless you use an AP.

Hopefully this isn't too much of a mess. I'm happy to change it around if I've screwed up on what actions are possible here. Just wanted to get a turn out there so I wasn't holding things up.

Knowing that she could be most useful on board the junk as well, Zuri musters her courage. With barely a glance for the water that separates the two boats still, she leaps across to the junk's deck.

With a soft exhalation signalling how relieved she is to hit wooden planking rather than saltwater, Zuri focuses on the prisoners. The crew of the junk had been pushed away from the edge of the deck, leaving the Eladrin free to make her way towards the most injured of the three prisoners tied amongst the junk's rigging.

"I'm going to get you down from here, all of you," she assures the two conscious prisoners as she works quickly on the knots binding the third. Taking his weight to her shoulder, so he wouldn't hit the deck as he came free, Zuri attempts to assess his health as she works.